Feedback: Midnight Season 2 Dungeon Test July 14th - July 20th

Greetings!

Midnight Season 2 dungeon testing continues on Tuesday, July 14th. The following dungeons are available for testing during this period:

  • Altar of Fangs
  • Murder Row
  • Den of Nalorakk
  • Voidscar Arena
  • The Blinding Vale
  • Temple of Sethraliss
  • Kings’ Rest
  • Ruby Life Pools

During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Stormwind, Orgrimmar and Silvermoon. The nearby Dungeon Teleports NPC will assist you with transportation. This NPC will now also appear at the beginning of each dungeon on Mythic difficulty who can teleport players back to a capital city.

Provided that the items equipped on your character are at least item level 226, they will scale automatically to a higher level as needed to support Dungeon testing.

Dungeon Update

Altar of Fangs
We updated mechanics and pacing in the Rav’i and The Writhing Coil encounters to improve visual clarity and player engagement. We also made tuning adjustments to enemies that are more difficult or chaotic than intended, such as Ascendant Serpent, Ritual Chieftain, and Venom Leech.

  • General
    • Caustic Mist Totem
      • Interaction range increased
      • Taking damage no longer interrupts the Destroy cast
    • Liadrin now casts Blessing of Protection on players jumping into The Carnage Pit to prevent fall damage
  • Rav’i
    • Improved the visual clarity of Fresh Meat
    • Rav’i now gains Scent of Blood when she is closest to a pile with Fresh Meat, increasing her attack speed
    • Carrion Burst damage increased by 50%
    • Feeding Frenzy damage absorb increased by 100%
    • Regurgitate’s damage has been reduced by 25% and wave size has been increased
    • Triple Shot damage increased by 40%
  • The Writhing Coil
    • Now casts Toxic Atrophy, an interruptible spell that reduces the damage and movement speed of all players
    • Synchronized Venom duration increased to 35 sec (was 15 sec)
    • Uncoiled Writhes no longer apply Spiteful Venom
    • Vine Grip
      • Now requires all living players pulling to interrupt Death Rattle
      • Now applied to all players automatically by Orweyna
      • Extra action button removed
      • Movement speed reduction reduced
  • Zul’jan
    • Axegrinder
      • Cast time and channel duration increased
      • Now displays red arrow visuals to indicate the direction of each throw
      • Axes now move faster and inflict increased damage when they are first thrown
      • Base damage increased by 25%
    • Bloodletting damage reduced by 9%
    • Boneslicer
      • DoT duration reduced to 7 sec (was 9 sec)
      • Damage increased by 12.5%
    • Ritual of the Fang
      • Channel duration reduced to 8 sec (was 10 sec)
      • Added additional visuals to beams that are not being intercepted
      • Fang Empowered damage increased by 100%
      • Ritual Venom is now present on non-Mythic difficulties, but does not stack
      • Ritual Venom damage reduced by 50% on non-Mythic difficulties
  • Ascendant Serpent
    • Health reduced by 12.5%
    • All ability cooldowns increased
    • Hatchlings created by Infest now die when the Ascendant Serpent is defeated
    • Reduced the number of Virulent Twisters created by Virulent Whirl
  • Blade of the Altar
    • Laced Edge now targets tanks
  • Hatchling
    • Melee damage reduced by 50%
  • High Evolutionist
    • Envenom DoT damage reduced by 37.5%
  • Primal Serpent
    • Fetid Spit cooldown increased slightly
  • Ravenous Descendant
    • Base attack speed reduced by 33%
  • Ritual Chieftain
    • Blood Sacrifice no longer ignores armor
    • Blood Sacrifice heal absorb reduced by 10%
  • Venom Leech
    • Reduced the number of pools created by Septic Spatter
    • Septic Spatter duration reduced to 30 sec (was 1 min)

Murder Row
We’re reducing the number of Bribed Guards that players need to fight, as well as improving the pacing of the cantina event. For Xathuux the Annihilator’s encounter, we are increasing the duration of Burning Steps to further challenge the tank’s movement and positioning during the encounter.

  • General
    • Reduced number of Bribed Guards in the first area of the dungeon from 4 to 2, and reduced the enemy forces requirement
  • Cantina Event
    • Enchanted Broom’s movement speed reduction reduced from 50% to 20%
  • Warehouse Worker
    • Health reduced by 12.5% and no longer flees combat at 30% health
  • Corrupted Warlock
    • Addressed an issue where Curse of Doom was not splitting damage among all players hit
  • Xathuux the Annihilator
    • Demonic Rage’s damage reduced by 15%
    • Burning Steps’ duration increased to 130 sec (was 65 sec)

Den of Nalorakk
We are making adjustments to the outgoing damage during Fury of the War God in the Nalorakk encounter. We are also changing creatures that are more challenging than intended, like Grizzled Warbringer and Bonded Beasttamer.

  • Nalorakk
    • Zul’Jarra now jumps behind the tank before casting Defensive Stance during Overwhelming Onslaught
    • Improved visibility of the impact area of Forceful Slam
    • Echo of Nalorakk no longer casts Spectral Slash on the intercepting player during Fury of the War God
    • Echoing Fury’s damage reduced by 30%
  • Grizzled Warbringer
    • Addressed an issue where the rider can melee a random player instead of the threat target
    • Primal Echo’s damage over time duration reduced to 3 sec (was 8 sec) and periodic damage increased by 50%
  • Bonded Beasttamer
    • Overwhelmed Prey has been removed
  • Territorial Matriarch
    • Mother’s Wrath now removes all stacks when dispelled

Voidscar Arena
We are updating pacing and mechanics for Taz’Rah and Charonus to make the encounters more engaging. To provide more unique challenges, Raj’kess the Spellstorm and Agitated Voidscythe have received updates to their ability packages. Devouring Brutalizer’s Devour cast time has also been increased to allow more time for players to kill the target creature.

  • Taz’Rah
    • Dark Bloom’s movement speed has been reduced
    • Void Fissure’s duration increased to 120 sec (was 80 sec)
    • Time between Dark Bloom and Nether Dash has been reduced
  • Atroxus
    • Hulking Claw’s periodic damage reduced by 21%
    • Poison Splash’s periodic damage has been reduced by 10% and now creates less Poison Pools
  • Charonus
    • Dark Waves is a new spell added to the encounter that targets the tank after Gravitic Orbs
    • Atomized’s duration increased to 15 sec (was 10 sec)
  • Raj’kess the Spellstorm
    • Thundering Storm now also targets random players with lightning strikes
    • Now creates Orbs of Disruptions that reduce Haste of all players if not promptly killed
    • Raging Typhoon has been removed
  • Agitated Voidscythe
    • Corrosive Essence now prefers players without the debuff
    • Rip and Slice has been changed from a channeled frontal attack to a tank attack

The Blinding Vale
We are making spawning adjustments to the left side of the dungeon to make it more approachable for players.

  • General
    • Spawning on the left path has been adjusted
      • First Sporeblight Belcher has been moved back and no longer patrols
      • Replaced the Virid Grovekeeper that channels on a Sporeblight Belcher with Radiant Spellsower
  • Virid Grovekeeper
    • Uproot’s damage has been reduced by 20%

Ruby Life Pools
For Ruby Life Pools, we reduced incoming damage from the creatures prior to Melidrussa Chillworn to reduce the intensity of certain ability overlaps. Dungeon-wide, we adjusted some creature pathing to make movement patterns more predictable. Certain creatures have also seen health increases and damage adjustments to reward priority targeting.

  • General
    • Reduced timer to 29 minutes from 30 minutes
  • Melidrussa Chillworn
    • Frigid Shard
      • Fixed an issue where this ability was doing less damage than intended
  • Kokia Blazehoof
    • Searing Blows
      • Can now be dodged and parried
      • Reduced periodic damage by 25%
  • Primal Juggernaut
    • Adjusted the timing of the second Primal Juggernaut’s pathing to make the creature’s movement more predictable
    • Excavating Blast
      • Reduced impact damage by 8%
  • Deepstone Earthshaper
    • Tectonic Strike
      • Reduced damage vulnerability per stack to 30% from 35%
  • Earthbound Guardian
    • Earthbound’s Imprint
      • Reduced periodic damage by 12.5%
  • Defier Draghar
    • Increased health by 25%
  • Blazebound Destroyer
    • Inferno
      • Reduced impact damage by 9%
    • Increased health by 22%
  • Flamegullet
    • Molten Blood
      • Adjusted pathing to make the creature’s movement more predictable
      • Reduced damage increase per stack to 15% from 25%
      • Increased maximum stacks to 10 from 5
      • Increased base periodic damage by 25%
  • Thunderhead
    • Adjusted pathing to make the creature’s movement more predictable
    • Rolling Thunder
      • Increased periodic damage by 5%
    • Electrical Discharge
      • Reduced periodic damage by 25%
      • Fixed an issue where the impact damage was doing less damage than intended
  • Ruinous Stormbringer
    • Lightning Rod
      • Removed stun effect upon expiration
      • Increased damage by 25%
  • Tempest Channeler
    • Lightning Torrent
      • Increased periodic damage by 25%
  • High Channeler Ryvati
    • Tempest Stormshield
      • Duration is now visible on the creature’s nameplate

Temple of Sethraliss
In Temple of Sethraliss, Adderis and Aspix now feature new overlaps that create additional positional challenges. Galvazzt now creates an additional Lightning Spire and has a more potent Consume Charge, increasing coordination difficulty. The Avatar of Sethraliss has less health, making class healing abilities more impactful, and we’ve adjusted the mechanics of Corrupted Lifeforce to add further coordination challenge. We’ve also removed some of the poison dispels found in the dungeon to alleviate issues with certain group compositions.

  • Adderis and Aspix
    • Reduced health by 7.5%
    • Rearranged the schedule of abilities to increase mechanical engagement
    • Gust
      • Reduced cast time to 2 sec from 2.5 sec
      • Reduced duration to 4 sec from 5 sec
      • Reduced impact damage by 25%
      • Reduced periodic damage by 17%
    • Gale Force
      • Increased push force
    • Tempest Winds
      • Increased duration of pacify to 8 sec from 6 sec
      • Now inflicts damage to players within its radius when the zone is created
      • Improved visibility of precast
      • Increased cast time to 3 sec from 2 sec
      • Increased the number of targets to 3 from 2
    • Thunder and Lightning
      • Increased damage of group soak by 20%
      • Increased radius of follow-up explosion to 20 yards from 15 yards
    • Overload
      • Reduced additional Nature damage per melee to 25% from 50%
      • Now increases Adderis’s haste
      • No longer inflicts damage to the party
  • Merektha
    • Burrow
      • Fixed an issue where this ability was doing less damage than intended
  • Galvazzt
    • Lightning Spire
      • Increased the number of Lightning Spires on Mythic to 3 from 2
    • Galvanized
      • Reduced periodic damage by 23%
    • Consume Charge
      • Increased damage by 33%
      • Increased duration to 20 sec from 15 sec
  • Avatar of Sethraliss
    • Developer’s note: we are aware of some class abilities such as Ancient Teachings and Way of the Crane not healing the Avatar; if you experience this issue with other abilities like these, please let us know
    • Added an additional UI element to communicate progress towards healing the Avatar
    • Reduced health by 9%
    • Faithless Tormentor
      • Reduced health by 50%
      • Reduced the delay between each portal appearing within a wave
      • Reduced the delay between a portal appearing and when a Faithless Tormentor emerges from its portal
    • Twisted Hexxer
      • Latent Hex
        • Now targets two players
        • Reduced periodic damage by 36%
        • Now inflicts damage upon expiration in a radius around the player
      • Hex Muck
        • Increased radius to 10 yards from 8 yards
    • Corrupted Guardian
      • Vile Charge
        • Reduced impact damage by 27%
        • Reduced periodic damage by 25%
        • Reduced duration to 5 sec from 8 sec
    • Corrupted Lifeforce
      • Knockback force from touching increased
      • Now causes Corruption Burst upon contact, and upon expiration, will release a Corruption Burst for each remaining application
      • Lifetime reduced to 12 sec from 20 sec
    • Corruption
      • Reduced duration to 15 sec from 45 sec
      • Increased healing done reduction per stack to 50% from 40%
      • No longer reduces healing taken
      • Now increases Physical damage taken
      • Now inflicts periodic damage over time
    • Corruption Burst
      • Reduced damage by 33%
      • No longer reduces haste
    • Consume Lifeforce
      • Healing increased to 7.5% of the Avatar’s maximum health from 5%
    • Agony of Sethraliss
      • Now targets player locations more frequently
      • Now occurs more frequently
      • Increased radius to 4.5 yards from 3.5 yards
  • Lightning Serpent
    • Serpent’s Stormcall
      • Now causes the creature to grow in size
  • Sandswept Hunter
    • Arrow Barrage
      • Increased periodic damage by 50%
  • Static Anomaly
    • Spark Step
      • Reduced frequency of cast
  • Agitated Nimbus
    • Accumulate Charge
      • Reduced max applications to 3 (was 5)
  • Brood Tender
    • Embryonic Vigor removed
  • Eye of Sethraliss
    • Siphon Energy
      • Increased damage by 33%
  • Shrouded Fang
    • Slither Strike
      • No longer applies a DoT
      • Now inflicts direct Nature damage to its target
  • Orb Watcher
    • Caustic Stomp
      • No longer a Poison dispel
    • Venomous Strike
      • No longer a Poison dispel
  • The slow fields on the way to the gauntlet now display a screen effect
    • Also removed this field from the cosmetic pillar on the way to boss 3
  • Added a short delay for when Loose Sparks can harm a player after forming

Kings’ Rest
For boss encounters, we are adjusting mechanics on The Golden Serpent and Mchimba to make them more engaging. We are also reducing the pacing of Dazar, The First King’s encounter to create more room between abilities. For normal enemy creatures, we are further increasing the cooldown of Healing Tide Totem and reducing its healing frequency.

  • General
    • Enemies after Mchimba now spawn faster as players approach the area
  • The Golden Serpent
    • Serpentine Gust has been reworked to a channel spell that inflicts Nature damage every 1 sec for 5 sec and pushes players back
  • Mchimba
    • Health reduced by 10%
    • Burn Corruption now applies a rim visual on the targeted player before the effect resolves, its damage has been reduced by 62.5%
    • Burning Ground now grows into full size after 5 sec
    • Drain Fluids now periodically creates Explosive Acids in nearby area, inflicting Nature damage to players hit
    • Mchimba now casts Awakening Slam, inflicting Shadow damage to all players and causing Half-Finished Mummies to fall out from coffins
  • Dazar, The First King
    • Adjusted the encounter’s pacing to create a larger gap between Quaking Leap and Gilded Destruction
    • Liquid Gold on T’zala has been removed
    • Impaling Spear now impales after 6 sec (was 5 sec)
  • Animated Guardian
    • Released Inhibitors’ Haste buff reduced from 100% to 50%
  • Embalming Fluid
    • No longer leaves behind area denial on death
  • Royal Berserker
    • Bloodthirsty Axe now prefers players without the debuff
  • Spectral Shaman
    • Healing Tide Totem cooldown increased by 28% and now heals every 2.5 sec (was 2 sec)
  • Shadow of Zul
    • Shadow Barrage can now be reflected
    • Dark Revelation now targets 2 players

Thanks for testing and sharing your thoughts with us! We’ll be reviewing your feedback closely and will continue to post updates throughout the beta as changes roll out.

Hello,

We are aware of an issue in Temple of Sethraliss that can occasionally cause a crash. We are actively investigating a fix for this. Please share with us the error code if you encounter this issue.

Thank you for your patience and continued testing.

Got the Temple of Sethraliss crash as soon as I teleported in. The crash is once again an FLT_OVERFLOW. My report ID that is attached to this crash is D70239A2-3EA8-46FD-B99E-42B3DBEBA08B.

I won’t paste the whole crash log here but hopefully the Exception summary already helps you find the cause:

0xC0000091 (FLT_OVERFLOW) at 00007ff6eaa645fd 0x0000000000000000 0x000000000000193a
(DBG-OPTIONS DBG-ADDR<00007ff6eaa645fd>(“WowT.exe”) ← DBG-ADDR<00007ff6eab1d7b1>(“WowT.exe”) ← DBG-ADDR<00007ff6e886507c>(“WowT.exe”) DBG-OPTIONS<>)

These changes are terrible. We don’t play M+ to fight raid bosses overbloated with mechanics.

More mechanics → more chances to wipe → more frustrating and toxic it becomes. Stop it.

We recently pushed a client patch to fix the crash in Temple of Sethraliss. Thank you for your patience and continued testing.

I am subbed to the game still I am not able to copy my character any of the PTR servers. Please help!

Hello there,

We have made the following changes to PTR dungeons.

Den of Nalorakk

  • Sentinel of Winter
    • Snowdrift now has a highlight if they are within the inner ring during Frozen Tempest
  • Nalorakk
    • Zul’Jarra’s Defense Stance area now has a clearer visual indicating its radius
    • Forceful Slam no longer causes affected players to take increased Physical damage
  • Grizzled Warbringer
    • Poison Spear Volley’s travel time increased from 2.25 sec to 3 sec

Murder Row

  • Kystia Manaheart
    • Destabilized’s duration increased from 15 sec to 20 sec
  • Xathuux the Annihilator
    • Burning Steps’ duration reduced from 130 sec to 120 sec and maximum radius reduced from 15 yards to 14 yards
  • Corrupted Warlock
    • Dark Pact’s health reduction no longer scales with keystone level
    • Curse of Doom’s damage reduced by 17%
  • Defiled Golem
    • Defiled Slam’s damage reduced by 12%

Voidscar Arena

  • Taz’Rah
    • Time between Dark Bloom and Nether Dash increased by 3 sec
  • Atroxus
    • Poison’s Pool’s Lingering Poison has been redesigned as Mind-Numbing Poison, which reduces player’s Haste by 30% for 5 sec and no longer inflicts damage.
  • Raj’kess the Spellstorm
    • Cast time of Orb of Disruption’s Disrupting Blast increased from 10 sec to 15 sec
  • Watchful Harrower
    • Health reduced by 20.5%
  • Brutal Overseer
    • Brutal Slam’s periodic damage reduced by 17%
  • Agitated Voidscythe
    • Corrosive Essence now targets 2 players instead of 5, and its duration increased from 8 sec to 12 sec

Kings’ Rest

  • Mchimba the Embalmer
    • Now casts Command Constructs if there is any Interment Construct still alive when the encounter begins

Mythic Plus Dungeons Tier List based on Fun

I have done heavy testing like every dungeon at least 4 times and on levels 12-18. I tried to hammer down on points i think are unfair and unfun. Maybe blizz will read this and make them all great.

S Tier

Murder Row

  • The RP could be 20-30% shorter for the mini game. Other than that I love this place.

A Tier

Altar of Fangs

  • Writhing Coil Boss having to click extra action button to activate the rope is dumb and will be super un fun for week 1 when pugs don’t understand it.

  • Ravi boss’s tank buster goes out at the same time the healer has a big 3 target heal check. Seems like one of the hardest to tank bosses.

    Ruby Lifepools

  • The first boss trash door is locked so you cant pull anything onto it.

B Tier

Temple of Sethrallas

  • The Last Boss is a healer focused boss. I like it but I’m a healer

  • There are 3 Agitated Nimbus pulls in a row. One of them can be pulled through the wall to be fought on Merketha. I know that will be the meta strat until that tech is fixed, and if they fix that tech it will be an unfun section of trash. I would just remove that nimbus and it would make routing better too.

    Voidscar Arena

  • On the way to 2nd boss trash, the watchful Harrower is a lame mob. I would like if there was only one of them on the way to the boss. Or if the 2nd one wasn’t blocking the door with truesight. What’s wrong with making it optional and moving the 2nd one so he can be gotten around? I am glad you reduced it’s health but it is still too much health.

C Tier

Blinding Vale -

FUN but WAY TOO MUCH trash density. Last boss trash has soo many mobs on the way that are very difficult to avoid pulling. I think last boss trash is the main issue. I imagine this will make pugging this very un fun and a perfect run is easily ruined by butt pulling things.

D Tier

Den of Nalorakk

  • First boss trash curse totem is criminally un fun. The curse totem should spawn closer to the group of mobs, and should have less health so it can be killed sooner an applies less of the % health debuff. if you want to keep the 15% hp nerf per stack. I think it should be 5% loss of hp per stack then curse dispel would still be good but not mandatory. I would like if you just removed one of those mobs that patrols so it would be more realistic to do fewer of them.

  • Last boss is just not fun. idk if its salvageable without remaking it but its not intuitive and seems very gimmicky. Idk really what to say about it.

F Tier

King’s Rest

  • You have to pull EVERY SINGLE MOB IN THE DUNGEON

  • There is a section where rp dictates you fight 2 mobs for FIVE PULLS IN A ROW

  • Last boss has an exceptional amount of movement where you move across 1/3 of the room every 30s. Just a bit too much stuff to dodge when compared to the rest of the season dungeons.

  • The Shaman trash mob totems spawn too much and will be very punishing for lower level players. I don’t think the high end will have that much issue with it.

  • I think it is the tightest timer based on PTR testing.
    TO FIX - remove the solo goliath on the bridge before 2nd boss. Make the king rp room have a gong to start fighting them. Increase the shaman healing tide totem cooldown like 10s longer or more.

2 Likes

you can absolutely pull trash onto the boss, you just pull mini boss with the 4 whelps and the 3 pack then pull the other 4 mobs onto the boss. done it pretty much every ruby ive done